IOT Developmental Thread

Yeah, I hate wikia too.

I thought there was one.
Well I haven't seen it.

Unless you mean the page on the DYOS Wiki; that doesn't count. :p
 
1: Banner - Completed
2: Map - Completed
3: Start Date - Completed - 1815
4: Internal Politics - Completed
5: Stability - Completed
6: Ethnicity - Completed
7: Religion - Completed
8: Provinces - Completed, NOTE: No cities
9: Factories - Completed
10. Armies, Navies, Aircraft - Completed
11. Upgrades - Completed
12. Science - Completed
13. Expansion - Completed
14. Culture - Completed
15. Espionage - Completed
16. War Plans, Naval Movement, Air Operations, Action Points, Supplies - Completed
17. Battle Odds - Completed
18. Diplomacy, Protectorates, Declarations of War - Completed
19. Events - (Excellent, Very Good, Good, Poor, Bad) - Completed
20. How to place orders - Completed
21. General Rules, House Rules, Updates - Completed

Closed Beta commencing this weekend
 
Closed Beta?
 
I seek to contain warmongers because IOTers predominantly seem to hate warmongers and powergamers. Some players actively refuse to join if another poster is playing...
 
Alas, I never really implemented natural economic growth, only forced growth via expansion and infra tech...

I should really try to mimic economic cycles in my next IOT, whenever that is. Have it so everyone can get boom/bust cycles, which add/subtract to that turn's income.
 
We had a similar discussion in our IB2 development group. Annoying players are best handled by the players themselves. e.g. excluded from alliances, ganged-up on by others, help refused etc. Essentially player to player diplomacy.

"Game Mechanics" should not interfere with "player-to-player" interactivity. i.e. diplomacy.

IB2 will have natural economic growth. Also the occasional "resources boom"
 
And one player has three or four trade centers.
emot_vhappy.gif


If someone was being a bigger jerk than me, I'd probably invade them. My jerktitude is apparently at an acceptable level, so everyone else should use it as a baseline.
 
While GMing IU, I've been working on ideas for what I will call for now, "Sons of Mars III."

Map

I will use the traditional map from the first Sons of Mars; also was used in Classical IOT

To truly emphasise soft power, players will begin as 25-province juggernauts, with rival NPCs at tiers of 20, 15, 10, 5, or 1 provinces. Players are in essence the major powers, but will have to work hard to be true superpowers.

All provinces cost 1 XP to claim regardless of size, and you get 5 XP each turn that cannot be banked or traded.

As a disclaimer, any complexities you see here should not be worried about. Ask me if you have any questions, of course, and I may even give you advice!

Economics

All provinces give 1 gpt, of course.

Every state gets an "Industry" rating in the tech columns. It seems like the traditional Infra/Economics tech, but it's not. It is a dynamic value that grows naturally each turn. Whatever your Industry is added/subtracted from your income. So, Industry 10 gives +10% income.

Industry is, like real economics, primarily random and outside your control. Every country's initial rating is their starting provinces, so humans begin at Industry 25, giving them a huge advantage. (25 * 1.25 = ~31, whereas 20 * 1.2 = 24, so +7 income from the start over NPCs).

Now, the fun part. You can increase it manually, but will cost you - for every 10% of your income you put towards it, you increase it by 1.

It also grows naturally, at a rate of 5% per turn. So, within 29 turns, it will naturally be at 100.

So, with a little investment here and a little growth there, all will be good, right?

Wrong. Random events also take their toll. The numbers will be decided, but...

-War
-Embargoes/Blockades/Sanctions
-Natural disasters
-Natural boom/bust cycles
-Scientific breakthroughs
-Resource discoveries

Can impact the Industry rating. So, feel free to increase it by 10 using all your income, but know that events could easily erase it, or even worse, drag you down.

Furthermore, there are international boom/bust cycles, which few can escape(even if some may not feel much). Consider that developed economies have the most to lose in recessions!

Even if everything was fine and dandy, you have the fact that while you focus on building an economy, neglecting other areas won't do you good. Build up a huge treasure but no vault and guards to protect it, however, and you'll be in trouble.

That in mind...

Military

Units will be pooled for simplicity's sake on such a massive map.

The system of military tech will return, with RNG being 1-10. I think there will be 10 Army levels, with cost to be decided. If you have an advantage in army tech, that is added onto your roll. Likewise, if the defender has an advantage, they get that.

There is no longer any maintenance feature for simplicity. Let your own big spending be your end.

-- Army

Ties are always won by the defender.

City-states have their roll doubled to represent urban warfare. Attack at your own risk.

Attacks can be stacked, but this will use up all attackers' moves. Stacking attacks adds +10% to the roll, up to a max of five.

So, if you have 5 armies attack 1 army all at once, and roll a 5 to their 7, it looks like you would lose, but you actually roll 7.5 once the bonus is applied. If they were a city-state, however, they would actually roll a 14, and annihilate all 5 of your troops!

Armies can defend themselves against aircraft fire, with a 20% chance of shooting attackers down.

-- Navy

Navies are simple. There are a few ocean zones to keep a navy from popping up on the other side of the world. Navies can move 1 water tile by default.

They operate on the same rules as armies when attacking eachother. Navies can also bombard the land and have a 20% chance of destroying planes that attack them.

So, 5 navies against 1 navy. Roll a 5 to their 7. Just like in the land battle, you actually roll 7.5 thanks to bonuses and so, win.

5 navies can bombard a single coastal province and guarantee the destruction of an army there, but use up their offensive move.

-- Air Force

Air forces are simple as well. They are based wherever, and can go anywhere in the world at the cost of their move. They can attack 10x pixels away from their province's border, with x being your army tech. So, a plane of a Mil Tech 10 nation can bomb 100 pixels away from their base province's border.

Air forces intercept other air forces with the same mechanics as navy on navy or army on army combat. 5 planes against 5 planes. 5 to the left, 7 to the right. In this circumstance, bonuses obviously aren't applied since they're pointless, and the first five planes are destroyed.

Planes have a 20% chance of destroying any army or navy they attack. Navies and armies, however, likewise have a 20% chance of shooting them down!

Stacking planes against a target guarantees a hit, but each plane's chance of going down will be calculated separately.

-- Ballistics

Ah, the ultimate weapon.

Province-busters are devastating weapons, with costs to be determined based on the economic state at their unlocking. They will likely be very expensive at first, but become cheaper as more access the technology. Every missile has a chance of being intercepted, decreasing by 5% at each interval, so mega PBs only have a 5% chance, compared to tiny PBs' 25%.

Tiny PBs are cheap and destroy only one province. Good for punitive measures.

Small PBs destroy two provinces, and have a 25% chance of destroying a third.

Medium PBs destroy three provinces, and have a 50% chance of destroying a fourth and fifth.

Large PBs destroy four provinces, and have a 75% chance of destroying a fourth, fifth, and seventh.

Mega PBs are godly, destroying five provinces and having a 90% chance of destroying five more!

PBs' chance of interception will likely increase as nations develop SDI. In the meantime, they are TERRIFYING weapons of war, having more lethality than nukes but none of the radioactivity. Perfect for clearing real estate, capable of destroying entire NATIONS.

Black Ops

Also known as espionage, it's simple and straightforward. You get one against each opponent per turn. Success/Secrecy rates are next to each. Success is obvious, Secrecy means you weren't discovered.

-Incite revolt - 20/80; creates anywhere from 1-10 revolts in the enemy nation. Being professionally armed, these rebels automatically kill the defenders of the provinces. If the rebels take over the state, they will be loyal to you.
-Sabotage PB - 20/50; dangerous, but disarms a random PB of your foe.
-Disable SDI - 25/25; your most skilled agents disarm their SDI network, removing any bonuses against you. Fire away!

Revolts

The top powers will, for the most part, not have to worry about revolts barring espionage.

A instability measure is present next to any nation. It ranks from 0-10. 0 is peaceful and hippietastic. 10 is a hellhole like a city that's about to be decimated by an enemy invasion.

Major powers and city-states start at instability 0. All other states get theirs randomly assigned for fun! :goodjob: Every level away from 0 adds 10% to RR, and generates that number of armies if triggered(if possible). So instability 3 has a 30% chance of revolt, and creates 3 armies if successful. These armies must defeat the armies already present in combat to win the province.

Instability is mostly changed by actions, but it's impacted by many things:

-Unjustified wars of aggression raise it by 1.
-Being blockaded raises it by 1 per turn. Either kick those enemies out or cave in to their demands.
-Random events sometimes will make it raise.
-Your capital falling raises it by 2.

-Defensive wars create a rally around the flag, and lower it by 1.
-Being victorious in a war lowers it. Wars of aggression, provided they bring territory,
-Every turn you're unified(no revolts) and at peace, it lowers by 1.
-Random events will sometimes lower it.
-Reclaiming a lost capital lowers it by 2.

As you can see, most of these are temporary and the instability can be lowered again through sufficient counteraction.

Diplomacy

Meat and potatoes.

You have an invisible reputation. It's easy to guess how you stand - being of the same faith is good, different faiths bad, good relations in the past help, etc.

Casus belli are not required for war. However, going to war without one hits your stability(raising instability by 1), makes NPCs less happy with you, and may even prompt some NPCs to fight alongside them. Wars that are justified are:

-Brought about by defensive alliances(i.e. a fellow member is attacked)
-In response to a failed espionage action
-The result of serious national tensions. Ask the GM if your tensions are serious or not before using this.
-You can attack an ally who deserted you, provided the alliance was public

Usage of province-busters will quickly alienate individuals, especially if the intent is genocide rather than a quick end to conflict.

Trade - You can trade with up to 5 nations, and reap 100% of their income. You can only sign one trade pact per turn. Cancelling one will make the other nation unhappy, obviously.

Alliances - Defensive or offensive, sign them with whoever. Large alliances however, will find themselves prone to events that make them rupture/weaken.

Concepts such as faith/ethnicity technically aren't hardcoded, but can affect relations. Go nuts with religion and race and whatnot.
 
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